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Computer Graphics Global Illumination: Photon Mapping, Participating Media Lecture 12 Taku Komura

Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

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Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2 Taku Komura. last lecture . Monte-Carlo Ray Tracing Path Tracing Bidirectional Path Tracing Photon Mapping. Today. Methods to accelerate the accuracy of photon mapping - PowerPoint PPT Presentation

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Page 1: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Computer GraphicsGlobal Illumination:

Photon Mapping, Participating Media

Lecture 12Taku Komura

Page 2: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

2

last lecture

Monte-Carlo Ray Tracing Path Tracing Bidirectional Path Tracing

Photon Mapping

Page 3: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

3

Today

Methods to accelerate the accuracy of photon mapping

Rendering Participating Media

Page 4: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Accelerating the accuracy of photon mapping

Combine with ray tracing to visualize the specular light visible from the camera

Shoot more photons towards directions where more samples are needed Caustics photon map

Tracing photons only towards specular surfaces

Page 5: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

A Practical Two-Pass Algorithm

Building photon maps by photon tracing Separate the photon paths into different

categories according to the reflectance Rendering

Combining the radiance of difference light paths

Page 6: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Light Transport Notation

L: Lightsource E: Eye S: Specular reflection D: Diffuse reflection (k)+ one or more k events (k)* zero or more of k events (k)? zero or one k event (k|k’) a k or k’ event

Page 7: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Photon Tracing

Create two photon maps Global photon map (the usual photon map)

All Photons with property L(S|D)*D are stored. Caustics photon map

Created by tracing photons that hit the specular surfaces Cast the photons only toward specular objects LS+D

Page 8: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Rendering

Separate the irradiance into four groups Direct illumination (by ray tracing or global

photon map) : LD Diffuse indirect illumination (by global photon

map) : LD(S|D)+D Specular reflection (by ray tracing) L(S|D)*S Caustics (by caustics photon map) LS+D

Page 9: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Caustics Photon Map

Caustics require high resolution Need to cast more photons towards

surfaces that generates caustics Projection Map

Page 10: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Projection map A map of the geometry seen from the light source

Made of many cells – which is on if there is a geometry in that direction, and off if not

For a point light, it is a spherical projection For directional light, a planar projection Use a bounding sphere to represent the objects

Page 11: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Direct + Indirect + Specular

Page 12: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2
Page 13: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Why is photon mapping efficient?

It is a stochastic approach that estimates the radiance from a few number of samples Kernel density estimation

Can actively distribute samples to important areas Caustics photon map

Page 14: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

14

Today

Methods to accelerate the accuracy of photon mapping

Rendering Participating Media

Page 15: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Participating Media Dusty air, clouds, silky water Translucent materials such as marble,

skin, and plants Photon mapping is good in handling

participating media In participating media, the light is

scattered to different directions

Page 16: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Single / Multiple scattering

Page 17: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

The brightness of a point

Is decided by Out scattering Absorption In scattering

),(

xL

'

)',(

xLi

),(

xL

Page 18: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Light out-scattering

• The change in radiance, L, in the direction ω, due to out scattering is given by

• The change in radiance due to absorption is

),()(),()(

xLxxL s

tcoefficien absorption: )(

tcoefficien scattering : )(

),()(),()(

x

x

xLxxL

a

s

a

),(

xL

Page 19: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

In-scattering

• The change due to inscattering

where the incident radiance, Li, is integrated over all directions

p is called the phase function describing the distribution of the scattered light

4

')',(),',()(),()(

dxLxpxxL is

'

)',(

xLi

Page 20: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Phase function Isotropic scattering

Scattered in any random direction

Henyey-Greenstein Phase Function Scattered in the direction more

towards the front Dust, stone, clouds

4

1)( p

2

12

2

)cos21(4

1)(

gg

gp

11 g

Page 21: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Phase function

Page 22: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Examples

Cornell Box scene – isotropic, homogeneous participating medium.

200,000 photons used with 65,000 in the volume map. Radiance

estimate used 100 photons.

Cornell Box scene – anisotropic, homogeneous participating medium.

200,000 photons used with 65,000 in the volume map. Radiance

estimate used 50 photons.

Page 23: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Ray marching and single scattering

),()(),',()',(),( xxLexxxpxLxL x

s

N

li

t

• Now we compute how the light will be accumulated along a ray

• This is called ray marching

where N is the number of light sources and Li is

the radiance from each light source

The last term is the light entering from behind, which is attenuated by proceeding Δx

Page 24: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Ray marching through a finite size medium (Single Scattering)

),()(),',()',(),(1 xxLexxxpxLxL n

xsl

N

llin

t

),2( ),,( ),,(1

xxLxxLxL nnn

Page 25: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

• For multiple scattering, it is necessary to integrate all the in-scattered radiance at every segment

• Here S sample rays are used to estimate the in-scattered light

Multiple scattering

),(

)(),',()',(1

)(),',()',(),(

)(

1

1

xxLe

xxxpxLS

xxxpxLxL

nxx

ss

S

sss

sl

N

lldn

t

Page 26: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

• Photon mapping can efficiently handle multiple scattering

• The photons interact with the media and are scattered / absorbed

• The average distance the photon proceeds after each interaction is

• Here S sample rays are used to estimate the in-scattered light

Photon mapping participating media

t coefficienon terminati:

1

ast

t

t

d

Page 27: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Photon Scattering

• The photon is either absorbed or scattered• The probability of scattering is

• Deciding what happens by Russian Roulette

• Once the photon interacts with the media, it is stored in a volume photon map

t

s

absorbed isPhoton

scattered isPhoton [0,1]Given

Page 28: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Volume Radiance Estimate

• Same as we did for surface radiance estimate, locate n nearest photons and estimate the radiance

31

34

),(),',(),()(

r

xxfxL p

n

ppo

Page 29: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Rendering Participating Media

• By ray tracing • If a ray enters a participating media, we use

ray marching to integrate the illumination.

),(

34

),(),',(

)(),',()',(),(

)(

31

1

xxLe

xr

xxf

xxxpxLxL

nxx

pn

pl

sl

N

llln

t

Single scattering term

multiple scattering term

Page 30: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Examples

single scattering multiple scattering

Page 31: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Subsurface Scattering• In computer graphics, reflections of non-metallic materials

are usually approximated by diffuse reflections. • Light leaving from the same location where it enters the

object• For translucent materials such as marble, skin and milk, this

is a bad approximation• The light leaves from different locations

Page 32: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Single scattering

Direct single scattering: Compute the distance the light has

traveled and attenuate according to the distance

Indirect Multiple scattering : Photon maps

Page 33: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Subsurface Scattering by Photon Mapping

• Photon tracing – as explained before• Rendering – Ray marching

Page 34: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

BSSRDF

• Bidirectional Scattering Surface Reflectance Distribution Function (BSSRDF)

• Relates the differential reflected radiance dLr, at x in the direction ω, to the differential incident flux, dΦ, at x’ from direction ω’.

• We can capture/model the BSSRDF and use it for rendering

)','(

),()',',,(

xd

xdLxxS

i

r

Page 35: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Rendering using BSSRDF

(a) sampling a BRDF (b) sampling a BSSRDF Collect samples of incoming rays over an area

http://graphics.ucsd.edu/~henrik/animations/BSSRDF-SIGGRAPH-ET2001.avi

Page 36: Computer Graphics Global Illumination: Photon Mapping , Participating Media Lecture 1 2

Rendering by BSSRDF

Human skin reflectance simulated by

BRDF BSSRDF

• Readings : Realistic Image Synthesis Using Photon Mapping by Henrik Wann Jensen, AK Peters Chapter 9, 10